Changeset - r22114:83492373f980
[Not reviewed]
master
0 2 0
alberth - 9 years ago 2015-05-16 12:01:19
alberth@openttd.org
(svn r27285) -Codechange: Use LG_ORIGINAL instead of a magic 0 to indicate the original landscape generator.
2 files changed with 8 insertions and 8 deletions:
0 comments (0 inline, 0 general)
src/genworld_gui.cpp
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@@ -403,10 +403,10 @@ struct GenerateLandscapeWindow : public 
 

	
 
		/* You can't select smoothness / non-water borders if not terragenesis */
 
		if (mode == GLWM_GENERATE) {
 
			this->SetWidgetDisabledState(WID_GL_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
 
			this->SetWidgetDisabledState(WID_GL_VARIETY_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
 
			this->SetWidgetDisabledState(WID_GL_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges);
 
			this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
 
			this->SetWidgetDisabledState(WID_GL_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == LG_ORIGINAL);
 
			this->SetWidgetDisabledState(WID_GL_VARIETY_PULLDOWN, _settings_newgame.game_creation.land_generator == LG_ORIGINAL);
 
			this->SetWidgetDisabledState(WID_GL_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == LG_ORIGINAL || !_settings_newgame.construction.freeform_edges);
 
			this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == LG_ORIGINAL || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
 
					WID_GL_WATER_NW, WID_GL_WATER_NE, WID_GL_WATER_SE, WID_GL_WATER_SW, WIDGET_LIST_END);
 

	
 
			this->SetWidgetLoweredState(WID_GL_BORDERS_RANDOM, _settings_newgame.game_creation.water_borders == BORDERS_RANDOM);
 
@@ -416,7 +416,7 @@ struct GenerateLandscapeWindow : public 
 
			this->SetWidgetLoweredState(WID_GL_WATER_SE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SE));
 
			this->SetWidgetLoweredState(WID_GL_WATER_SW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SW));
 

	
 
			this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 && (_settings_newgame.game_creation.landscape == LT_ARCTIC || _settings_newgame.game_creation.landscape == LT_TROPIC),
 
			this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == LG_ORIGINAL && (_settings_newgame.game_creation.landscape == LT_ARCTIC || _settings_newgame.game_creation.landscape == LT_TROPIC),
 
					WID_GL_TERRAIN_PULLDOWN, WID_GL_WATER_PULLDOWN, WIDGET_LIST_END);
 
		}
 

	
 
@@ -432,7 +432,7 @@ struct GenerateLandscapeWindow : public 
 
		this->SetWidgetDisabledState(WID_GL_SNOW_LEVEL_UP,   _settings_newgame.game_creation.snow_line_height >= MAX_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC);
 

	
 
		/* Do not allow a custom sea level with the original land generator. */
 
		if (_settings_newgame.game_creation.land_generator == 0 &&
 
		if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL &&
 
				_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
 
			_settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE;
 
		}
 
@@ -655,7 +655,7 @@ struct GenerateLandscapeWindow : public 
 
			case WID_GL_WATER_PULLDOWN: { // Water quantity
 
				uint32 hidden_mask = 0;
 
				/* Disable custom water level when the original map generator is active. */
 
				if (_settings_newgame.game_creation.land_generator == 0) {
 
				if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL) {
 
					SetBit(hidden_mask, CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY);
 
				}
 
				ShowDropDownMenu(this, _sea_lakes, _settings_newgame.difficulty.quantity_sea_lakes, WID_GL_WATER_PULLDOWN, 0, hidden_mask);
src/settings.cpp
Show inline comments
 
@@ -1147,7 +1147,7 @@ static bool InvalidateCompanyWindow(int3
 
static void ValidateSettings()
 
{
 
	/* Do not allow a custom sea level with the original land generator. */
 
	if (_settings_newgame.game_creation.land_generator == 0 &&
 
	if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL &&
 
			_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
 
		_settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE;
 
	}
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